﻿using UnityEditor;
using UnityEngine;


public class State
{
    protected StateMachine _machine;
    protected Creature _owner;
    public virtual void Init(Creature owner,StateMachine machine) 
    { 
        _owner = owner;
        _machine = machine; 
    }
    //进入某个状态，需要做的准备或者初始化工作
    public virtual void EnterState() { }
    //在某个状态中 需要持续更新的逻辑
    public virtual void UpdateState() { }
    //退出某个状态，需要重置的一些数据
    public virtual void ExitState() { }
}
